3D World Actions
Built-in authoring reference for Mercury 1.0.1. All actions.
Add Streaming Source
Registers one Object type as an additional streaming source. Every live copy keeps nearby scenery loaded; removal and clearing are separate actions.
Reference key: streamingSource.
Editor category: 3D World > 3D World Streaming.
Availability: 3D Logic only.
Example: On Create [Caravan], add this Object as a streaming source so the road ahead stays loaded.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Source | enum | Yes | Register this Object type, or choose another Object by name. Choices: thisObject, byName. Default: “thisObject”. |
| Object | thing:object | Yes | The Object whose live copies become streaming sources. Shown when Source is byName. |
Aim Bone At
Rotates one bone toward a target, layered over the playing animation until released. Two-bone reaching is a separate Atomic action.
Reference key: boneLookAt.
Editor category: 3D World > 3D Inverse Kinematics.
Availability: 3D Logic only.
Example: Aim Head at Player so the character tracks the player while its walk animation continues.
Choose the target instance with the Action’s Applies To field.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Bone | text | No | The one bone to rotate toward the target. Partial names match. |
| Target | thing:object | Yes | The object to track (its first live instance). Blank releases this aim controller back to the animation. |
| Tracking Speed | number | Yes | The fraction of the remaining turn taken each frame — 1 snaps, 0.1 turns smoothly. Default: 0.15. |
Animate IK Weight
Changes a named IK constraint’s weight over the selected duration. Weight 0 leaves the animation pose; weight 1 applies the full constraint.
Reference key: animateIKWeight.
Editor category: 3D World > 3D Inverse Kinematics.
Availability: 3D Logic only.
Example: On Custom Event [notice]: Animate IK Weight [look] to [1] over [0.4] seconds.
Choose the target instance with the Action’s Applies To field.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| IK Constraint | text | No | An IK constraint by name, authored in the 3D Model’s IK section. |
| Weight | number | No | 0 = pure animation, 1 = full IK. Default: 1. |
| Seconds | number | Yes | 0 applies instantly. Default: 0.3. |
Animate Material
Changes one property of the live instance’s Model materials over the selected duration. It applies to an assigned Material override or the Model’s stored materials.
Reference key: animateMaterial.
Editor category: 3D World > 3D Materials.
Availability: 3D Logic only.
Example: When the forge lights: Animate Material [emissiveIntensity] to [6] over [0.8] seconds.
Choose the target instance with the Action’s Applies To field.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Property | enum | No | Which material property to animate. Choices: metallic, roughness, alpha, emissiveIntensity, baseColor, emissiveColor. Default: “roughness”. |
| To Value | number | No | The target — 0..1 for the sliders, up to 10 for emissive intensity, or a #rrggbb color for the color properties. Default: 1. |
| Seconds | number | Yes | 0 applies instantly. Default: 0.5. |
Change 3D Light Property
Changes exactly one property of one placed 3D light and preserves every unrelated live override.
Reference key: set3dLightProperty.
Editor category: 3D World > 3D Lights and Shadows.
Availability: 3D Logic only.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Placed Light | text | No | The stable Name of a point or spot light placed in the 3D Scene. |
| Property | enum | No | Choose one of the listed options. Choices: enabled, color, intensity, range. Default: “intensity”. |
| Value | mixed | No | The one new property value. Enabled accepts true/false/toggle, Color accepts a hex color or text variable, and Intensity/Range accept numeric expressions. Shown when Property has a selection. |
Change 3D Shadow Property
Changes exactly one dynamic-shadow property while preserving every unrelated shadow setting.
Reference key: set3dShadowProperty.
Editor category: 3D World > 3D Lights and Shadows.
Availability: 3D Logic only.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Light | text | Yes | Blank targets the sun. A placed light Name targets that light for Casting or Strength; Quality is scene-wide. |
| Property | enum | No | Choose one of the listed options. Choices: casting, quality, strength. Default: “strength”. |
| Value | mixed | No | The one new property value. Casting accepts true/false, Quality accepts off/low/medium/high/ultra or a text variable, and Strength accepts a numeric expression from 0 to 1. Shown when Property has a selection. |
Change Baked Lighting Property
Changes exactly one baked-lighting property while preserving the other baked-light state.
Reference key: setBakedLightingProperty.
Editor category: 3D World > 3D Atmosphere and Global Lighting.
Availability: 3D Logic only.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Property | enum | No | Choose one of the listed options. Choices: enabled, brightness. Default: “brightness”. |
| Value | mixed | No | The one new property value. Enabled accepts true/false; Brightness accepts a numeric expression. Shown when Property has a selection. |
| Seconds | number | Yes | 0 applies immediately. A positive duration fades Brightness to its new value. Default: 0. Shown when Property is brightness. |
Change Camera Rig Property
Changes exactly one 3D camera-rig property, optionally over time, while preserving every unrelated camera setting.
Reference key: setCameraRigProperty.
Editor category: 3D World > 3D Cameras.
Availability: 3D Logic only.
Example: Change Camera Rig Property [dolly] to [22] over [1.2] seconds.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Property | enum | No | Choose one of the listed options. Choices: pitch, field of view, dolly, yaw. Default: “pitch”. |
| Value | mixed | No | The one new rig value: Pitch and Yaw are degrees, Field of View is degrees, and Dolly is measured in blocks. Shown when Property has a selection. |
| Seconds | number | Yes | 0 applies immediately. A positive duration eases only this property to its new value. Default: 0. |
Change Character Controller Property
Changes exactly one capsule-controller property while preserving every unrelated controller setting.
Reference key: setCharacterControllerProperty.
Editor category: 3D World > 3D Characters and Vehicles.
Availability: 3D Logic only.
Example: Change Character Controller Property [radius] to [0.2].
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Property | enum | No | Choose one of the listed options. Choices: enabled, radius, height. Default: “enabled”. |
| Value | mixed | No | The one new controller value. Enabled accepts true/false; Radius and Height accept numeric block measurements. Shown when Property has a selection. |
Change Foliage Property
Changes exactly one foliage property while preserving every unrelated type and quality setting.
Reference key: setFoliageProperty.
Editor category: 3D World > 3D Blocks and Terrain.
Availability: 3D Logic only.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Type | text | Yes | A foliage type Name. Blank targets every type for Visible or Density; Detail is scene-wide. |
| Property | enum | No | Choose one of the listed options. Choices: visible, density, detail. Default: “visible”. |
| Value | mixed | No | The one new property value. Visible accepts true/false, Density accepts a numeric expression from 0 to 1, and Detail accepts off/low/medium/high/ultra or a text variable. Shown when Property has a selection. |
Change Global Illumination Property
Changes exactly one realtime global-illumination property while preserving the other bounce settings.
Reference key: setGlobalIlluminationProperty.
Editor category: 3D World > 3D Atmosphere and Global Lighting.
Availability: 3D Logic only.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Property | enum | No | Choose one of the listed options. Choices: enabled, strength, spread. Default: “strength”. |
| Value | mixed | No | The one new property value. Enabled accepts true/false; Strength and Spread accept numeric expressions. Shown when Property has a selection. |
| Seconds | number | Yes | 0 applies immediately. A positive duration eases this one property to its new value. Default: 0. Shown when Property is one of strength, spread. |
Change Reflection Property
Changes exactly one screen-space-reflection property while preserving every unrelated reflection setting.
Reference key: setReflectionProperty.
Editor category: 3D World > 3D Atmosphere and Global Lighting.
Availability: 3D Logic only.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Property | enum | No | Choose one of the listed options. Choices: enabled, strength, max distance, surface thickness, softness. Default: “strength”. |
| Value | mixed | No | The one new property value. Enabled accepts true/false; every other property accepts a numeric expression. Shown when Property has a selection. |
| Seconds | number | Yes | 0 applies immediately. A positive duration eases this one reflection property to its new value. Default: 0. Shown when Property is one of strength, max distance, surface thickness, softness. |
Change Vehicle System Property
Changes exactly one scene-wide vehicle-system property while preserving every unrelated vehicle setting.
Reference key: setVehicleSystemProperty.
Editor category: 3D World > 3D Characters and Vehicles.
Availability: 3D Logic only.
Example: Change Vehicle System Property [grip] to [0.15].
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Property | enum | No | Choose one of the listed options. Choices: enabled, top speed, grip. Default: “enabled”. |
| Value | mixed | No | The one new vehicle-system value. Enabled accepts true/false; Top Speed and Grip accept numeric expressions. Shown when Property has a selection. |
Change Volumetric Clouds Property
Changes exactly one volumetric-cloud property. Optional duration belongs to that one transition; every unrelated cloud setting is preserved.
Reference key: setVolumetricCloudsProperty.
Editor category: 3D World > 3D Atmosphere and Global Lighting.
Availability: 3D Logic only.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Property | enum | No | Choose one of the listed options. Choices: enabled, tint, coverage, density, altitude, thickness, wind direction, wind speed, sky light. Default: “coverage”. |
| Value | mixed | No | The one new property value. Enabled accepts true/false; Tint accepts a hex color or text variable; every other property accepts a numeric expression. Shown when Property has a selection. |
| Seconds | number | Yes | 0 applies immediately. A positive duration eases this one property to its new value. Default: 0. Shown when Property is one of tint, coverage, density, altitude, thickness, wind direction, wind speed, sky light. |
Change Volumetric Fog Property
Changes exactly one volumetric-fog property. Optional duration belongs to that one transition; every unrelated fog setting is preserved.
Reference key: setVolumetricFogProperty.
Editor category: 3D World > 3D Atmosphere and Global Lighting.
Availability: 3D Logic only.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Property | enum | No | Choose one of the listed options. Choices: enabled, color, density, height, falloff, start distance, wisps, wind direction, wind speed, sun glow. Default: “density”. |
| Value | mixed | No | The one new property value. Enabled accepts true/false; Color accepts a hex color or text variable; every other property accepts a numeric expression. Shown when Property has a selection. |
| Seconds | number | Yes | 0 applies immediately. A positive duration eases this one property to its new value. Default: 0. Shown when Property is one of color, density, height, falloff, start distance, wisps, wind direction, wind speed, sun glow. |
Change Water Property
Changes exactly one 3D-water property of one water body while preserving the level, waves, color, and opacity not named by this action.
Reference key: setWaterProperty.
Editor category: 3D World > 3D Blocks and Terrain.
Availability: 3D Logic only.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Property | enum | No | Choose one of the listed options. Choices: enabled, level, wave height, wave speed, color, opacity. Default: “level”. |
| Value | mixed | No | The one new property value. Enabled accepts true/false; Color accepts a hex color or text variable; every other property accepts a numeric expression. Shown when Property has a selection. |
| Water Body | text | Yes | Which water body to retune — its name from the Water section, or its number (1 = the scene’s own table). Blank means body 1, which is what a scene with one water table has always had. |
Change World Streaming Property
Changes exactly one world-streaming property while preserving every unrelated streaming setting.
Reference key: setWorldStreamingProperty.
Editor category: 3D World > 3D World Streaming.
Availability: 3D Logic only.
Example: Change World Streaming Property [radius] to [220].
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Property | enum | No | Choose one of the listed options. Choices: enabled, radius. Default: “enabled”. |
| Value | mixed | No | The one new streaming value. Enabled accepts true/false; Radius accepts a numeric block distance. Shown when Property has a selection. |
Clear Block
Removes the block at the selected 3D Scene cell.
Reference key: clearBlock.
Editor category: 3D World > 3D Blocks and Terrain.
Availability: 3D Logic only.
Example: The bomb’s explosion clears the cracked wall block at its cell.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Cell X | number | No | Expression or literal value. |
| Cell Y | number | No | Expression or literal value. |
| Cell Z (Level) | number | No | Expression or literal value. |
Clear Streaming Sources
Removes every additional Object streaming source. The camera remains a streaming source, and world-streaming configuration is unchanged.
Reference key: clearStreamingSources.
Editor category: 3D World > 3D World Streaming.
Availability: 3D Logic only.
Example: When leaving an open-world mode, clear all additional streaming sources.
Feed Viewed Creature
Feeds the creature under the crosshair its configured Tame Item from the player’s inventory. A wild creature becomes tame. Two nearby tame adults of the same kind can breed when fed; other eligible feedings heal the creature. The operation publishes the taming or breeding Event.
Reference key: feedCreature.
Editor category: 3D World > 3D Voxel Survival.
Availability: 3D Logic only.
Example: Holding Leaves, pressing Use on a Meadow Hopper tames it; feeding two tame hoppers standing together breeds a baby.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Item | text | Yes | Blank feeds the selected hotbar item. |
| Reach (meters) | number | Yes | Blank uses the standard 3.5-meter reach (0.5–8). |
Fill Blocks
Fills the box of cells between two corners with the selected block. A blank Block clears that box. Changed chunks remesh after the operation. A box larger than 262,144 cells is refused with a Console message.
Reference key: fillBlocks.
Editor category: 3D World > 3D Blocks and Terrain.
Availability: 3D Logic only.
Example: On scene start: Fill Blocks (0,0,0) to (31,31,0) with Terrain “Grass” lays the island’s whole ground in one action.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| From Cell X | number | No | Expression or literal value. |
| From Cell Y | number | No | Expression or literal value. |
| From Cell Z (Level) | number | No | Expression or literal value. |
| To Cell X | number | No | Expression or literal value. |
| To Cell Y | number | No | Expression or literal value. |
| To Cell Z (Level) | number | No | Expression or literal value. |
| Tileset | thing:tileset | Yes | The tileset whose block palette to place from. Blank (with a blank Block) clears the box instead. |
| Block | text | Yes | The palette block name to fill with. Blank clears the box. |
Fire Animator Trigger
Fires a named Trigger parameter on the live instance’s 3D Animator. The trigger remains latched until a transition consumes it.
Reference key: fireAnimTrigger.
Editor category: 3D World > 3D Animation.
Availability: 3D Logic only.
Example: On Button Pressed [Attack]: Fire Animator Trigger [attack].
Choose the target instance with the Action’s Applies To field.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Trigger | text | No | Text value; some actions also accept $global names. |
Forward+ Lights
Turns Forward+ clustered lighting on or off for lights included in the exported Scene. The authored Lighting setting determines the built light budget; turning this on cannot add lights omitted at export. Shadow-casting and lightmap-baked lights use the classic lighting path.
Reference key: setForwardPlusLights.
Editor category: 3D World > 3D Atmosphere and Global Lighting.
Availability: 3D Logic only.
Example: On Custom Event [nightMarket]: Forward+ Lights on — every stall lantern lights the crowd at once.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Clustered Lights | enum | No | On pools placed point/spot lights into one screen-tiled cluster; Off returns them to classic forward lighting. Choices: on, off. Default: “on”. |
Generate Random 3D Vector
Makes one random Vec3 distributed evenly around a sphere. Later expressions can read the complete value or its X, Y, and Z members; use Change Variable only to retain a copy.
Reference key: generateRandomVector3D.
Editor category: 3D World > 3D Random and Noise.
Availability: 3D Logic only.
Example: Generate a 3D vector from length [4] to [8], then store randomVector3DResult.value or read randomVector3DResult.value.z.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Minimum Length | number | No | The shortest possible vector length. Negative values are treated as zero. Default: 0. |
| Maximum Length | number | No | The longest possible vector length. Reversed endpoints are accepted. Default: 1. |
Results
| Field | Type | Description |
|---|---|---|
| value | vec3 | |
| value.x | number | |
| value.y | number | |
| value.z | number |
Paint Terrain
Applies the terrain paint brush at a world point. Configure Terrain Paint layers in the Scene’s Terrain Mode before using this Action.
Reference key: paintTerrain.
Editor category: 3D World > 3D Blocks and Terrain.
Availability: 3D Logic only.
Example: Every Frame while the lava elemental walks: Paint Terrain at [self.x] [self.y] radius [24] layer [3] — a scorched trail follows it.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Position Relative To | enum | Yes | World uses absolute scene coordinates. Object uses local offsets from the acting Object. Coordinate uses local offsets from a named Coordinate. Bounding Box uses local offsets from a selected Transform bounding-box anchor. Choices: world, object, coordinate, boundingBox. Default: “world”. |
| Coordinate | text | Yes | A named Coordinate on the acting Object. Used only when Position Relative To is Coordinate. |
| Bounding Box Anchor | enum | Yes | A point on the acting Object’s Transform bounding box. Used only when Position Relative To is Bounding Box. Choices: center, top, bottom, left, right, topLeft, topRight, bottomLeft, bottomRight. Default: “center”. |
| X | number | No | World X (m) of the brush center — an instance’s x paints under its feet. |
| Y | number | No | World Y (m) of the brush center. |
| Radius (m) | number | Yes | Brush radius in meters. Default: 2. |
| Layer | number | Yes | Which paint layer to apply, 1–4 (the Terrain Paint list order; 1 is the base coat). Default: 2. |
| Strength % | number | Yes | 0–100 flow per stamp (blank = 75). Low values build up over repeated stamps. |
| Erase | boolean | Yes | Remove the layer’s paint instead, revealing the coats beneath it. Default: false. |
Photo Mode
Opens a paused 3D photo view with orbit, exposure, and focus controls inside the authored camera limits. Closing it restores the previous framing, rendering settings, and pause state.
Reference key: photoMode3d.
Editor category: 3D World > 3D Cameras.
Availability: 3D Logic only.
Example: When [F2] is pressed: Photo Mode [toggle].
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Mode | enum | No | Open pauses the world and hands the player the photo booth; Close restores everything it touched. Choices: open, close, toggle. Default: “open”. |
Place Held Block
Places the block of the selected inventory slot in the empty cell in front of the block face under the crosshair, using one from the stack (creative mode keeps it). The block turns to face the player when it can. In multiplayer the host confirms the placement. Results publish as $place_ok and $place_reason (empty, block, occupied, no-target, inventory, rejected) with $place_x, $place_y, $place_z, $place_block and $place_item; Block Placed fires on success. 3D block-world scenes (first-person camera) on the Babylon engine only.
Reference key: placeViewedBlock.
Editor category: 3D World > 3D Voxel Survival.
Availability: 3D Logic only.
Example: On Button Pressed [Place]: Place Held Block from [Voxel Inventory].
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Inventory Table | thing:data | Yes | The slotted inventory to place from. Blank uses the Survival Kit inventory. |
Play Animator State
Selects a named state on the live instance’s 3D Animator and blends over Blend Seconds. This bypasses transition conditions. Choose Layer to address a named layer instead of the base graph.
Reference key: playAnimState.
Editor category: 3D World > 3D Animation.
Availability: 3D Logic only.
Example: The defeat cutscene runs Play Animator State [Collapse] with a slow 0.6s blend.
Choose the target instance with the Action’s Applies To field.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| State | text | No | Text value; some actions also accept $global names. |
| Blend Seconds | number | Yes | Number value; decimals are allowed. Default: 0.2. |
| Layer | text | Yes | An Animator layer name. Blank drives the base machine. |
Reach Bone Toward
Applies two-bone reaching after the animation pose each frame until released. Select the chain and target so the end bone can reach the requested point.
Reference key: boneReach.
Editor category: 3D World > 3D Inverse Kinematics.
Availability: 3D Logic only.
Example: Near a lever: Reach Bone Toward — bone [forearm.R], target [Lever].
Choose the target instance with the Action’s Applies To field.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Bone | text | No | The LOWER bone of the two-bone chain — the forearm for a hand reach, the shin for a foot plant. |
| Target | thing:object | Yes | The object to reach for (its first live instance). Blank releases the chain back to the animation. |
| Bend Angle | number | Yes | Rolls the bend direction around the chain (degrees) — point the elbow out, the knee forward. Default: 0. |
Refresh Reflection Probes
Updates every Scene Reflection Probe cubemap using the current world. Use it after changes that should appear in reflections. Probes also have their authored startup and timed refresh behavior.
Reference key: refreshReflectionProbes.
Editor category: 3D World > 3D Atmosphere and Global Lighting.
Availability: 3D Logic only.
Example: On Custom Event [nightfall]: Set Time of Day [22], then Refresh Reflection Probes — the throne room’s gold now mirrors the torchlight sky.
Remove Streaming Source
Removes one Object type from the streaming-source roster without changing other registered sources or streaming configuration.
Reference key: removeStreamingSource.
Editor category: 3D World > 3D World Streaming.
Availability: 3D Logic only.
Example: When a caravan is retired, remove its Object type as a streaming source.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Source | enum | Yes | Unregister this Object type, or choose another Object by name. Choices: thisObject, byName. Default: “thisObject”. |
| Object | thing:object | Yes | The Object to remove from the streaming-source roster. Shown when Source is byName. |
Sample 3D Noise
Samples smooth deterministic spatial noise from -1 to 1. Later expressions can read the produced value directly; identical inputs always return the same value.
Reference key: sampleNoise3D.
Editor category: 3D World > 3D Random and Noise.
Availability: 3D Logic only.
Example: Sample 3D noise through X, Y, and Height with Frequency [0.02] to shape a volumetric effect.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| X | number | No | The horizontal position in the noise field. Default: 0. |
| Y | number | No | The depth position in the noise field. Default: 0. |
| Height | number | No | The vertical position in the noise field. Default: 0. |
| Frequency | number | No | Scales all coordinates before sampling. Smaller values change more gradually. Default: 0.01. |
| Seed | number | No | A whole-number seed selecting a repeatable noise field. Default: 0. |
Results
| Field | Type | Description |
|---|---|---|
| value | number |
Sculpt Ground
Digs or raises Smooth ground a little at a time instead of whole blocks: a Smooth block’s surface lowers inside its cell as its fill drops, the block is removed when nothing is left, and raising the empty cell above full Smooth ground grows a new one. Other blocks are left alone.
Reference key: sculptGround.
Editor category: 3D World > 3D Blocks and Terrain.
Availability: 3D Logic only.
Example: While the shovel key is held: Sculpt Ground at the target cell, Amount -0.125, Radius 2.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Cell X | number | No | Expression or literal value. |
| Cell Y | number | No | Expression or literal value. |
| Cell Z (Level) | number | No | Expression or literal value. |
| Amount | number | No | How much ground to add (positive) or dig away (negative), in blocks of fill: -0.25 digs a quarter of a block. Fill is kept in sixteenths. Default: -0.25. |
| Radius | number | Yes | 0 sculpts the one cell. Above 0 sculpts every Smooth block within that many blocks (up to 8), strongest at the centre. Default: 0. |
Select Hotbar Slot
Makes one hotbar slot the selected slot: the item the player holds and the block Place Held Block places. Publishes $voxel_selected_slot. A position with no hotbar slot changes nothing. 3D block-world scenes on the Babylon engine only.
Reference key: selectHotbarSlot.
Editor category: 3D World > 3D Voxel Survival.
Availability: 3D Logic only.
Example: On Button Pressed [Hotbar 2]: Select Hotbar Slot [2].
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Hotbar Position | number | No | 1 is the first hotbar slot (up to 9). Used by Set. Default: 1. |
| Inventory Table | thing:data | Yes | The slotted inventory. Blank uses the Survival Kit inventory. |
| Mode | enum | Yes | Set picks Hotbar Position; Next and Previous step from the selected slot and wrap around the hotbar (bind them to the mouse wheel). Choices: set, next, previous. Default: “set”. |
Set Animator Controller
Assigns a different 3D Animator controller to the live instance. Use the separate Actions for state playback, parameter values, triggers, and speed.
Reference key: setAnimator.
Editor category: 3D World > 3D Animation.
Availability: 3D Logic only.
Example: Equip the HeroSword Animator controller, then configure its state or parameters with focused Animator actions.
Choose the target instance with the Action’s Applies To field.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Animator | text | No | An Animator resource name. Blank returns to the model’s own Animator (or the automatic idle/walk). |
Set Animator Layer
Changes one layer’s weight on the live instance’s Animator over the selected duration. Other layers continue playing.
Reference key: setAnimLayerWeight.
Editor category: 3D World > 3D Animation.
Availability: 3D Logic only.
Example: On Button Pressed [Attack]: Set Animator Layer [UpperBody] to [1] over [0.15] seconds.
Choose the target instance with the Action’s Applies To field.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Layer | text | No | A layer name from the instance’s Animator (the Layers strip in the Animator Editor). |
| Weight | number | No | 0 = the base machine alone, 1 = this layer fully owns its masked bones. Default: 1. |
| Seconds | number | Yes | 0 applies instantly; otherwise the weight glides there. Default: 0. |
Set Animator Parameter
Changes a value parameter on the live instance’s 3D Animator. The Animator’s transition conditions respond to that value. Use Fire Animator Trigger for a Trigger parameter.
Reference key: setAnimParam.
Editor category: 3D World > 3D Animation.
Availability: 3D Logic only.
Example: Set [aiming] to 1 while the bow is drawn; use Fire Animator Trigger for [attack].
Choose the target instance with the Action’s Applies To field.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Parameter | text | No | A parameter declared on the instance’s Animator (speed, moving, grounded, vspeed, dirX and dirY are fed by the engine automatically when declared). |
| Value | number | No | Expression or literal value. |
Set Animator Speed
Changes the playback rate of the live instance’s 3D Animator, including its layers, blends, and animation Events. A rate of 1 is normal speed, 0.5 is half speed, and 0 holds the current pose.
Reference key: setAnimatorSpeed.
Editor category: 3D World > 3D Animation.
Availability: 3D Logic only.
Example: On Custom Event [slowmo]: Set Animator Speed [0.25] on every enemy.
Choose the target instance with the Action’s Applies To field.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Speed | number | No | 1 = authored speed, 0.5 = half, 0 = frozen mid-pose. Default: 1. |
Set Block
Places or replaces one block at a 3D Scene cell. Removing a block uses the separate Clear Block Atomic.
Reference key: setBlock.
Editor category: 3D World > 3D Blocks and Terrain.
Availability: 3D Logic only.
Example: A lever sets a stone step at one exact cell.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Cell X | number | No | Block-grid column (one block per meter; Blender X). |
| Cell Y | number | No | Block-grid Y (north is +Y, as in Blender). |
| Cell Z (Level) | number | No | Block height level, Blender Z (the floor layer is 0). |
| Tileset | thing:tileset | No | The tileset whose Blocks (3D) palette names the block. |
| Block | text | No | A palette name from that tileset’s Blocks (3D) list. |
Set Camera Control
Selects authored framing, player orbit controls, or first-person controls for the 3D Camera rig. Orbit uses the authored limits; first-person uses the follow Object and configured input.
Reference key: setCameraControl.
Editor category: 3D World > 3D Cameras.
Availability: 3D Logic only.
Example: A doorway trigger runs Set Camera Control [firstPerson]; the cutscene hands it back with [none].
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Mode | enum | No | Choose one of the listed options. Choices: orbit, firstPerson, none. Default: “orbit”. |
Set IK Target
Selects the target for a named IK constraint on the live instance’s Model while animation continues. Look-at, two-bone, and chain constraints use this request. Ground Legs targets the surface automatically and ignores it.
Reference key: setIKTarget.
Editor category: 3D World > 3D Inverse Kinematics.
Availability: 3D Logic only.
Example: On Custom Event [grab]: Set IK Target [hand-r] mode [object], object [Lever] — the hand closes onto the lever mid-walk.
Choose the target instance with the Action’s Applies To field.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| IK Constraint | text | No | An IK constraint by name, authored in the 3D Model’s IK section. |
| Target | enum | No | point = the X/Y/Height below; object = follow an object; camera = the 3D camera; off = back to the animation. Choices: point, object, camera, off. Default: “point”. |
| Position Relative To | enum | Yes | World uses absolute scene coordinates. Object uses local offsets from the acting Object. Coordinate uses local offsets from a named Coordinate. Bounding Box uses local offsets from a selected Transform bounding-box anchor. Choices: world, object, coordinate, boundingBox. Default: “world”. |
| Coordinate | text | Yes | A named Coordinate on the acting Object. Used only when Position Relative To is Coordinate. |
| Bounding Box Anchor | enum | Yes | A point on the acting Object’s Transform bounding box. Used only when Position Relative To is Bounding Box. Choices: center, top, bottom, left, right, topLeft, topRight, bottomLeft, bottomRight. Default: “center”. |
| X | number | Yes | Target X in scene meters (point mode). |
| Y | number | Yes | Target Y in scene meters (point mode). |
| Z (Height) | number | Yes | Target height in meters (point mode), or a height offset in meters above the followed object (object mode). |
| Object | thing:object | Yes | The object to follow (object mode; the nearest live instance, re-resolved every frame). |
Set Material
Assigns a 3D material to the live instance. Use Animate Material to change a property over time.
Reference key: setMaterial.
Editor category: 3D World > 3D Materials.
Availability: 3D Logic only.
Example: Skin the model with Stone, then use Animate Material for a changing emissive intensity.
Choose the target instance with the Action’s Applies To field.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Material | thing:material | Yes | A Material resource name. Blank returns the model to its own materials. |
Set Model Animation
Plays a named clip as an override on the live Model instance, blending over Blend Seconds. Its Animator continues underneath. A blank clip name or completion of a non-looping clip returns playback to the Animator or automatic animation.
Reference key: setModelAnimation.
Editor category: 3D World > 3D Animation.
Availability: 3D Logic only.
Example: On Custom Event [openChest]: Set Model Animation [Open], loop off.
Choose the target instance with the Action’s Applies To field.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Animation | text | No | A glTF animation group name (blank fades back to the model’s Animator, or its automatic idle/walk). |
| Loop | boolean | Yes | On or off. Default: true. |
| Blend Seconds | number | Yes | Cross-fade time. 0 snaps. Default: 0.2. |
Set Placed Effect
Turns a named Scene effect on or off. Off stops emission while existing particles finish. This state is included in saves; use a stable effect Name.
Reference key: setPlacedEffect.
Editor category: 3D World > 3D Effects.
Availability: 3D Logic only.
Example: On Custom Event [leverPulled]: Set Placed Effect [beacon] to [on] — the tower catches fire.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Placed Effect | text | No | The stable Name of an effect placed in the 3D Scene (its name in the Scene Explorer). |
| Switch | enum | Yes | Choose one of the listed options. Choices: toggle, on, off. Default: “toggle”. |
Set Sun Direction
Sets the 3D Scene’s sun direction. The sky follows the new direction, and the automatic day/night solar arc stops controlling the sun for the remainder of that Scene.
Reference key: setSunDirection.
Editor category: 3D World > 3D Lights and Shadows.
Availability: 3D Logic only.
Example: End Step: Set Sun Direction [-cos($sunAlt)*sin($sunAz), -sin($sunAlt), -cos($sunAlt)*cos($sunAz)] — an astronomical sun.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Direction X | number | No | The direction sunlight travels, in the same convention as the Scene editor Sun. Only the direction matters, not the length. Default: -0.55. |
| Direction Y | number | No | Negative shines downward. A sun below the horizon shines upward. Default: -1. |
| Direction Z | number | No | Expression or literal value. Default: 0.35. |
| Intensity | number | Yes | Multiplies the authored sun strength: 1 is authored, 0 is dark. Blank keeps. |
Spawn 3D Effect
Creates a transient 3D Effect at the acting Object, a selected position, or a position following the Object. The Effects (3D) quality tier limits live instances. Stop 3D Effects controls spawned effects; Set Placed Effect controls authored Scene effects.
Reference key: spawnEffect.
Editor category: 3D World > 3D Effects.
Availability: 3D Logic only.
Example: On Collision with [Barrel]: Spawn 3D Effect [Explosion] — then the barrel runs Destroy.
Choose the target instance with the Action’s Applies To field.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| 3D Effect | thing:particle | No | The Particle resource (authored in the 3D space) to create. |
| Position Relative To | enum | Yes | World uses absolute scene coordinates. Object uses local offsets from the acting Object. Coordinate uses local offsets from a named Coordinate. Bounding Box uses local offsets from a selected Transform bounding-box anchor. Choices: world, object, coordinate, boundingBox. Default: “object”. |
| Coordinate | text | Yes | A named Coordinate on the acting Object. Used only when Position Relative To is Coordinate. |
| Bounding Box Anchor | enum | Yes | A point on the acting Object’s Transform bounding box. Used only when Position Relative To is Bounding Box. Choices: center, top, bottom, left, right, topLeft, topRight, bottomLeft, bottomRight. Default: “center”. |
| X (m) | number | Yes | World X in scene meters. Blank = at this object. |
| Y (m) | number | Yes | World Y in scene meters. Blank = at this object. |
| Z (Height) | number | Yes | Height in meters (Blender Z). Blank = this object’s height. |
| Follow me | boolean | Yes | The emitter rides this object as it moves (any X/Y/Height become offsets from it). Default: false. |
| Scale | number | Yes | Whole-effect size — 2 doubles the sizes, spread and speeds; 0.5 halves them. Default: 1. |
Stop 3D Effects
Stops emission from matching spawned 3D Effects. Existing particles finish their lifetimes. Authored Scene effects are controlled separately with Set Placed Effect.
Reference key: stopEffects.
Editor category: 3D World > 3D Effects.
Availability: 3D Logic only.
Example: On Custom Event [rainStops]: Stop 3D Effects [Rainfall] everywhere — the last drops fall and the sky clears.
Choose the target instance with the Action’s Applies To field.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| 3D Effect | thing:particle | Yes | Stop only this effect. Blank = every spawned effect in scope. |
| Which | enum | Yes | mine = effects this object spawned or that follow it; everywhere = every spawned effect in the scene. Choices: mine, everywhere. Default: “mine”. |
Take Photo
Captures the current 3D view as a PNG, including its rendering effects. Camera zones with a Photo Quest name update the photo quest and count Globals. The named photoTaken3d Custom Event can respond to the capture.
Reference key: takePhoto3d.
Editor category: 3D World > 3D Cameras.
Availability: 3D Logic only.
Example: When [P] is pressed: Take Photo at width [1920], style [postcard].
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Width (px) | number | Yes | Capture width in pixels; height follows the screen aspect (64–4096). Postcard style captures at the classic 3:2 plate instead. Default: 1280. |
| File name | text | Yes | The saved PNG’s name (without extension). Default: “photo”. |
| Style | enum | Yes | Photo saves the raw capture; Postcard mounts a 3:2 shot on a bordered card whose caption strip reads the sealed plate (title · maker · date; an unsealed game signs with its project title). Choices: photo, postcard. Default: “photo”. |
Myth Engine Documentation
